#version 110 attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec4 vertexColor; uniform mat4 projectionMatrix; uniform mat4 modelviewMatrix; varying vec2 fragTexCoord; varying vec4 fragColor; void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); }